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path: root/editor/plugins/cpu_particles_2d_editor_plugin.h
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* Unify particle editorskobewi2024-10-041-94/+0
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* Remove empty bind_methods()kobewi2024-08-151-1/+0
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* Organize existing code for editor pluginsAaron Franke2024-04-271-1/+1
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* [Native File Dialog] Add support for using native dialogs in the editor.bruvzg2024-03-281-2/+0
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* Split monolithic physics class filessmix82024-02-271-1/+1
| | | | Splits monolithic physics class files.
* Implement conversion from `CPUParticles` to `GPUParticles` (3D/2D)Yuri Roubinski2023-08-191-1/+2
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* Added option to center image when loading particle emission maskBrecht Kuppens2023-07-021-0/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Cleanup remaining EditorUndoRedoManager usageskobewi2022-11-241-2/+0
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* Use forward-declarations in EditorPlugin where possibletrollodel2022-11-111-1/+4
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* Add per-scene UndoRedokobewi2022-08-221-1/+2
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* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-9/+9
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-1/+0
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-2/+1
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+5
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add override keywords.Marcel Admiraal2020-07-101-5/+5
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* properly set emitting when particles restartclayjohn2019-06-211-1/+2
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* Add Emission Mask to CPUParticle2DShyRed2019-03-191-0/+92
Add ability to load emission masks to CPUParticle2D.